YOU'RE WHAT KIND OF DOCTOR!?!
NEW MEDICAL ROLES FOR CP2020
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Tired of being the typical Med-Techie that runs with the solo squad or
cleans up the street with Trauma Team? Here are some new skill packages
that might suit your character better.
While not directly related to the medical field, these next two skill
packages may be useful to your MedTech-variant PCs:
Doctor (General Practitioner)
Career Skills:
- Special Ability: Counsel
- Human Perception
- Diagnose Illness
- Trauma Control
- Pharmaceuticals
- Surgery
- Interview
- Education & General Knowledge
- Library Search
- Expert (Choose)
- Biology
(NOTE: While there is already a skill package listed in NeoTribes
for this skill package, many of the skills contained therein are probably
not well suited for a "typical" general physician in an urban setting.)
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Nomad Doctor
Career Skills:
- Special Ability: Counsel
- Awareness/Notice
- Pharmaceuticals
- Diagnose Illness
- Persuasion or Oratory
- Rifle (or other weapon skill)
- Education & General Knowledge
- Field Surgery
- Human Perception
- Wilderness Survival
This description is taken directly from RTG's NeoTribes sourcebook.
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Herbalist
Career Skills:
- Special Ability: Folk-Lore
- Botany
- Expert: Wilderness Survival
- Diagnose Illness
- Awareness/Notice
- First Aid
- Teaching
- Human Perception
- Pharmaceuticals
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Medical Researcher
Career Skills:
- Special Ability: MedTech
- CyberTech
- Biotech
- Library Search/Research
- Education & General Knowledge
- Bureaucracy
- Biology
- Lab Tech
- Composition
- Expert: Micro-organisms
- Chemistry
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Paramedic
Career Skills:
- Special Ability: MedTech
- Human Perception
- Interview
- Diagnose Illness
- Library Search
- Streetwise
- Athletics
- Cryotank Operation
- First Aid
- Pharmaceuticals
This character is probably the closest to a basic MedTech
character. He/She is typically an urban EMS first responder, like
the medical crew aboard a Trauma Team AV-4 or ambulance.
They are skilled with dealing with unruly patients and they know
the streets. They live on caffiene and exhaustion, and they hardly
even flinch when a stranger pukes on them. Ahh, what a life!
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Combat Medic / Corpsman
Career Skills:
- Special Ability: Combat Sense
- Awareness/Notice
- Trauma Control
- CyberTech
- Diagnose Illness
- Pharmaceuticals
- Biology
- Human Perception
- Rifle or SMG
- Handgun
Combat medics are the poor bastards who run around on a battlefield
and gather the wounded without becoming a casualty themselves. Pity them.
Note that a combat medic is a Solo first, and a MedTech
second. If they can't survive in a combat environment, they can't tend
to the medical needs of their fellow soldiers.
If they survive their tour, most don't continue their career in medicine.
However, with the job market booming in the strike medical field, who
can say for sure?
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RipperDoc
Career Skills:
You'll find these "professionals" in any large city. If there is
a black market for illegal cyberware or illicit bodymods, the RipperDocs
won't be far behind. Just ask around. Oh sure, their "clinics" may
not be as sterile as one would like, and their prices might be higher
than you want to pay, but you can't exactly go down to Parts &
Programs at the mall and ask for those new crysteel wolvers, now
can you?
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BioChemist / Drug Designer
Career Skills:
Drug designers can be anyone from a white-collar lab engineer at
Biotechnica to a backroom SnapCoke synthesizer. By their nature,
they are well-educated and tend to have a vast knowledge of the more
esoteric aspects of plant and artificial compounds and their effects
on people. Most are at least minimally capable of maintaining their
own lab equipment, but it never hurts to have a good techie around,
just in case the gas chromatograph REALLY goes south!
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Scientist
Career Skills:
- Special Ability: Hypothesize
- Library Search/Research
- Education & General Knowledge
- Biology or Physics
- Chemistry or Lab Tech
- Composition
- Teaching
- Expert: - Tech (Fill in the blank, i.e.. CyberTech)
- Mathematics
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Public Relations Rep
Career Skills:
- Special Ability: Credibility
- Oratory
- Bureaucracy
- Awareness/Notice
- Social
- Personal Grooming
- Wardrobe and Style
- Persuasion and Fast Talk
- Handgun
- Human Perception
The Public Relations Representative is the corporation's link to the
general public. He/she is responsible for being able to handle the
press, public, and government officials when things go wrong or really
great. They need to be able to announce news of that great new product
line and inform the public about that unfortunate chemical spill.
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Police Dept. Medical Examiner / Coroner
Career Skills:
The mission of the Medical Examiner is the investigation of sudden,
unexpected, unexplained, suspicious and all violent deaths. Areas of
responsibility may include:
- Investigation of sudden and unnatural deaths.
- Counselling of families regarding manner/cause of death.
- Forensic medicine and pathology and general forensic science
information resources.
- Forensic pathology consultations.
A medical examiner works for a city police or directly for the county,
and is responsible for conducting the preliminary investigation of the
cause and manner of deaths being investigated by the authorities. They
interact with city, county, state, and occasionally, federal agencies.
They will generally be called upon to investigate any death affecting
the public interest, including, but is not limited to, any of the
following:
- Violent death, including homicidal, suicidal, or accidental death.
- Death caused by thermal, chemical, electrical, or radiation injury.
- Death caused by criminal abortion including self-induced, or by
sexual abuse.
- Death related to disease thought to be virulent or contagious which
may constitute a public hazard.
- Death that has occurred unexpectedly or from an unexplained cause.
- Death of a person confined in a prison, jail, or correctional institution.
DUTIES
The duties performed by the ME/coroner will vary slightly form
county to county but the primary duty remains the same. Typically, the
ME/coroner is called to the site of death before the body can be moved.
so that the surroundings and attendant circumstances can be
investigated. He or she will establish the identity of the deceased.
They will inspect the body, making note of appearance, physical
position, and the environment of death. They will interview witnesses,
take photographs, examine wills, medical records, and other legal
documents. When necessary they order autopsies to be performed by
forensic pathologists. They use all this information to prepare and
sign a certificate of death reflecting the cause and classification of
death. They will take custody of any and all personal effects found at
the death scene and safeguard them until the legal next of kin is
determined. In cases where the next of kin are not already aware, the
coroner will respond to their home and notify them of the death. When
necessary, the coroner will request the assistance of forensic
specialists, criminalists, toxicologists and others, coordinate their
activities, and make a final report summarizing all of the findings.
Coroners are often called upon to testify in court as an expert witness
to the coroner Investigation.
For more detailed information on the science of Forensic Pathology,
click HERE.
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Veterinarian
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NEW SKILLS
- Autopsy
-
- Bureaucracy
- This skill is documented in the RTG Sourcebook When Gravity
Fails, on page 48.
- Counsel:
- This ability is defined in Neo Tribes (pg. 42). It provides
the ability to argue, speak, and influence if a fashion that is across
between a Rocker's Charismatic Leadership and a Media's
Credibility. It's basis is the fact that the ability wielder
is considered a well-educated, learned, and generally "wise" individual,
and their advice should be heeded.
- Expert: Chemical Resources:
- This INT based skill is the knowledge of where to legitimately
procure supplies and raw materials for chemical synthesis of more
complex substances (drugs, high explosives, solvents, etc.) At a +3,
the character will know where to locally acquire common chemicals or
what major national/international supply companies exist. At a +6, the
character will know of several sources for rare and/or exotic
components and substances. At a +9, the character will be able to
obtain the most unique chemical components known, including those which
are potentially only just being researched and are not even hinted at
in the general chemical professional community.
- Expert: Illegal Cyberware Resources
- This INT based skill is the knowledge of where to illegally
procure components and completed black market cyberware.
- Expert: Micro-organisms:
- This INT based skill is the knowledge and understanding of virii,
bacteria, protozoans, etc.; their form, function, and effects. At a +3,
the character will have knowledge on the reproduction and host/organism
relationship function. At a +6, the character will be able to name
some micro-organisms and isolate them in hosts. At a +9, the character
will be able to create his own genetically engineered versions of
virii, bacteria, etc.
- Expert: Pathology
-
- Field Surgery:
-
- Folk-Lore:
- This is an INT based skill. It is the ability to recall "wives'
tales" and other passed-down knowledge about an area, plant, or other
geographic specific area. At a +3, the character would know most home
remedies for things like the common cold and morning sickness. At +6,
the character would be able to recall local knowledge of history and
Native American remedies. At a +9, the character would be able to
recall family trees of locally important figures, local art, etc.
- Hypothesize:
- This INT based skill is the ability to formulate tenative
assumptions which then become the basis for the discovery of new
information and/or inventions. concepts from data. At a +3, the
character is capable of basic logical relationships. At a +6, the
character has had experience with developmental research processes. At
a +9, the character is the equivalent of a Nobel Laureate.
- Lab Tech:
- This is the ability to use, maintain, and do minor repair on laboratory
equipment such as microscopes, autoclaves, chromatographs, etc.
- Molecular Chemistry:
- This TECH based skill is the ability to design and synthesize
complex chemical compounds at a molecular level, such that the
resulting substance has specific and restricted effects on the people
or items with which it interacts. Examples might be a molecular
solvent that only attacks silicon-based material, or a drug that only
affects rhodopsin (visual purple) in the eyes of the victim.
At a +3, the character can produce simple substances like aspirin.
At a +6, the character can produce more complex substances like
DMSO, LSD, or methamphetamines, and target-specific solvents. At
a +9, the character can produce the most subtle psychotropic
chemicals available, and/or can develop advanced solvents and
adhesives.
- Surgery:
- This is an INT based skill.
- Trauma Control:
- This is an INT and COOL based skill, and is added to the average
of those two stats (rounded down) when a task roll is made. At a +3 a
character would as proficient as the average paramedic. At a +6, the
character would be able to handle average emergency room events. At a
+9, a character would be able to handle major catastrophic events such
as a bomb, airplane crash or other extremely severe event. Trauma
Control allows a character to triage, treat and control severe injuries
(i.e. burns, multiple fractures, severed limbs.) Trauma Control picks
up medical treatment where first aid leaves off.
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